Violent Urge (Ex): Once per day a Half-Samarie may channel all her hated in a burst of violence. A Samarie in a Violent Urge gain one extra attack per round at her highest bab. +2 Strength and +2 Constitution. But take a -2 penalty to Armor Class. While in a Violent Urge, a half-samarie cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A violent urge lasts for a number of rounds equal to 3 + the half-Samarie’s (newly improved) Constitution modifier. A Samarie may prematurely end her violent urge. At the end of the violent urge, the half-Samarie loses the violent urge modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This ability do no stack with barbarian's rage.

Debauchery Endurance (Ex): Half-Samarie know how to use drug and recover from it very quickly. When taking drugs a half-samarie never risk overdose. If a half-samarie take variable ability damages from a drug she away take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Half-Samarie recover 1 point of ability damage or drain per hour.

Painless (Ex): Half-Samaries are painless, don't feeling any pain at all. It a trait not even full Samarie develop. A half-samarie are immune to pain effect (such as Symbol of Pain) and gain DR 3/-.

Samarie Blood: For all effects related to race, a half-samarie is considered a samarie.